If you make mountain yields too good, you would create a balance issue. If you make them mediocre or average they would do nothing in most cases, including
erebus where the dwarves suffer from a lack of food, not production. So there is a sharp threshhold, let's not jump the gun ok? To be clear, let me ask this: What kind of yields are you hoping for, specifically? That is assuming this change, that will only affect one (possibly 2) civs on only one mapscript(that comes with the mod, we can make modmods to high heaven that do whatever we want) that has enough mountainous terrain for there to be a noticeable difference, actually ever makes it into the mod
.
If by 'balance issue' you mean 'something significant that would need to be balanced' instead of 'unbalancing', then I agree with you. Sorry if I misinterpreted you. However, if you DID mean the latter, then you're mathematically wrong (about the sharp threshold).
The aim on the yield is to remove the disincentive of dwarves settling near peaks. It's not to provide an advantage for them doing so. A good way of doing this would be to let them treat peaks like hills - they're impassable, so cannot be improved with mines, so I suggested the 'cottage mine' idea to simulate this. Flavour implied that there would be no food bonus from peaks, hence:
Peak: 1
, after n* turns worked get a mine on the tile (+2
, or +3
with Arete)
(*lets say n=10, for now. The number can be easily tweaked)
This idea was suggested well before the whole thing with the Erebus mapscript came up - the argument didn't hinge on that, so you should stop attacking it as a supposed 'weak point'.
A "noticeable difference" doesn't necessarily mean 'unbalancing'. Letting all peaks within Khazad borders transform into hills would be noticeable, but not unbalancing (it's still just a hill). The above proposal keeps the impassibility in return for a 'worse hill'. It will be useful in a fair number of situations, across all mapscripts.
(I sketched a possible implementation of the idea a few pages back, for anyone who's interested (post #105)
EDIT: Agree with Jules.it below, and adding clarifications/additions:
- only Khazad/Luchuirp can work peaks, no matter the religion/civics/improvements on the peak.
- peaks should only be workable past a certain tech (say, Mining/Engineering).
- the mine is a regular mine: it gets bonuses from Arete and Blasting Powder, and counts for the Khazad worldspell.
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@ Luckmann: that's another fairly well balanced proposal, only it's useless for the Luchuirp before Arete and useless for all other civs even WITH Arete. Remove the 'all civs' thing from the Arete bonus and it begins to look better.